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18 years ago
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Hero communities of the NoMM-3 forums HeroesPortal and HeroesWorld have decided to play a match against each other. There is no need to make this event official—time will show its necessity. For now, it is what it is.

1. Team Rosters.

HeroesPortal ____ 4.5 -2.5 HeroesWorld

1. Neoandy (229290404) draw Uran _(484056100). Game score 1.5-1.5.
Neoandy (red, Castle, Valeska, Valeska) def Uran (blue, Fortress, Tazar, Tazar).
Neoandy(blue, Dungeon, Shakti, Ciel) lose Uran (red, castle, Valeska, Valeska)2SM4D(3), 135.
Neoandy (red, Castle, Valeska, Valeska) draw Uran (blue, Fortress, Tazar, Tazar) 2SM4D(3), 125.

2. vitalic __(260462200) 1-0 Mizrael (27384379). Game score 2-0.
vitalic (blue, Castle, Valeska, Nella) def Mizrael(red, Barbarian, Gurnison, Gurnison) 2SM4D(3) 132,
vitalic (blue, Tower, Nella, Gunnar) def Mizrael(red, Castle, Valeska, Kyrry) 2SM4D(3) 137.

3. Vigo ____(330918714) 1-0 scorp (360913099). Game score 2-0.
Vigo (blue, Castle, Valeska, Valeska) def scorp (red, Fortress, Bron, Claudius) 2SM4D(3), 123.
Vigo (blue, Castle, Valeska, Valeska) def scorp (red, Stronghold, Gurnison, Gunnar) 2SM4D(3) 127.

4. LESGOR _(458252244) 0-1 Pit - In sake of LM (471401475). Game score 1-2.
Lesgor(red, Castle, Valesko) def Pit - In sake of LM (blue, Rampart, Kirya, Kirya) 2sm4d(3), 122
Lesgor (blue, Castle, Valeska, Valeska) lose Pit - in sake of LM (red, Fortress, Bron, Galtran) 2sm4d(3), 217.
Lesgor (red, Necropolis, Claudius, Claudius) lose Pit - in sake of LM (blue, Castle, Valeska, Galtran), 2SM4D(3), 114.

5. Alone ekb(484861469) 1-0 Decontaminator (383282418). Game score 2-0.
Alone ekb (red, Necropolis, random, Galtran) def Decontaminator (blue, Castle, Valeska, Valeska) 2sm4d(3) 114.
Alone ekb (blue, Rampart, Ivor, Ivor) def Decontaminator (red, Conflux, random, Moner),2sm4d(3) 146.

6. rebellious (345870761) 1-0 vbn __(252039393). Game score 2-1.
rebellious (red, Rampart, Ivor) def vbn (blue, Fortress, Tazar),
rebellious (blue, Tower, Nella) __lose vbn(red, Stronghold, Crag Heck),
rebellious (red, Tower, Nella) def vbn (blue, Stronghold, Crag Heck).

7. SUPERMAG (373135825) 0-1 Alex R (466212416). Game score 0-2.
SUPERMAG (red, Castle Valeska) lose Alex_R (blue, Dungeon, Shakti),
FAVorite (red, Stronghold, Dessa) lose Alex_R (blue, Fortress, Bron, Tazar) 1-3-5.

A win in a pair is awarded to the player who achieves 2 victories in games against their opponent from the other team. If the score is 1-1, a third game is played. Each player who wins a micro-match brings one team point to their resource. Thus, 7 team points will be contested in the match.

Substitutes:
Portal - SUPERMAG - replaced Hardkor, rebellious - replaced Favorit.
World - invisible (472101962), Pit - In sake of LM - replaced Dudge, Dubrovin Pavel (364640730), Dreamcatcher (285228204), Colorado (359478788), Retro FM (363748223).

Each player may choose a substitute from among their team's reserves, provided they announce the substitution on the forum in advance.
A substitute player cannot ultimately play more than 3 games (otherwise, theoretically, an unrestricted substitute could play up to 10 games). This is because a main player can play no more than three games.

2. Technical Issues.

The match is played over 3 weeks, from July 14 to August 4. At least one game must be played per week by each pair of players.
If the round time has not expired and a game for that round has already been played, players may play the next round's game by mutual consent.
From the start of the round, players are obligated(!!!) to agree on a game schedule within 3 days. If one of the players does not make contact within this period, the second player must notify the Moderator (Nagan-4 on World, Xerxes on Portal). After two days of silence, the absent player is credited with a loss, unless the Moderator makes a timely substitution.
If opponents cannot agree on game times during the first 3 days of the round, they must contact the Moderators. Weekends will be recognized as priority time when resolving such situations by the Moderators.
Players who have agreed on a time determine for themselves when it is most convenient to play the games. The responsibility for fully played games lies solely with them. If a game is not finished within a week and is postponed, players must notify the Moderators and provide completion dates.
In a situation where one of the players does not appear at the appointed time for a game (or completion) and has not agreed on a postponement with the opponent in advance—in this case, the opponent may provide ICQ logs/emails to the Moderators, based on which the Moderators have the right to award a technical loss in the unplayed game to the unpunctual opponent.

Game disputes are resolved by Arbitrators (Paladin, DVStranger, Sil) by majority vote.
All claims against an opponent regarding rule violations must be justified and supported by saves (showing the fact of violation) and, if necessary, "Asya" logs. Players should try to independently determine the legitimacy of each other's actions and reach a joint decision on the game. If players fail to reach an agreement independently, they must seek clarification from the Moderators (preferably in private); if the Moderators do not reach a compromise, they seek the opinion of the Arbitrators.
No conjectures or guesses will be considered by the Moderators as arguments or evidence of a violation.

A player who has been credited with a technical loss due to a rule violation is entitled to appeal within 3 days from the moment the loss was recorded, if they discover that their opponent violated the rules even earlier (saves are mandatory!). In this case, the decision on the game will be made by the Arbitrators based on their view of the situation in the save, regardless of the severity of the violations. Decisions issued by the Arbitrators cannot be contested by players.

3. Match Rules. A discussion was held, and as a result, they took the following form.

1. Game Settings.
Humans – 2; computers – 0; teams – 0; map size L+U; template 2sm4d(3), no water; strong monsters; difficulty 160%; turn time limit – 4 minutes. Games are played on versions SoD 3.2 and SoD 4.0 (Platinum).

2. Choice of Color and Town.
Participants choose towns by the elimination method: players take turns crossing out towns they do not want to play until only 3 remain. The player who started crossing first chooses a town from the remaining three, the second player chooses from the remaining two and the color they wish to play.
Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
invisible chooses Inferno from the remaining Inferno, Dungeon, and Tower – Inferno, and vbn chooses Dungeon and red color.

3. Restarts:
Each player has the right to take a restart twice: on the first day of the game and within three days, meaning starting a new game with map regeneration.
Mandatory restarts:
– if the starting hero is above level 1;
– if a player starts with more than one town;
– if no fort is built in the starting town;

4. Town Restrictions.
In the Conflux town, upgrading monsters of levels 1, 6, and 7 is forbidden; the starting hero is chosen randomly during map generation.
In the Necropolis town, building the same necromancy amplifier is forbidden, and choosing Galtran as the starting hero is forbidden. Note: If Galtran appears in the tavern, he can be made the main hero.

5. Hero Restrictions-1 (Sir Mullich, Isra, Vidomina).
It is forbidden to raise Sir Mullich's level above three; upon reaching level 3, the hero must be dismissed before the end of the current turn.
Isra and Vidomina are forbidden from upgrading the "Necromancy" skill to "Expert". Otherwise, the hero must be dismissed within four days from the moment expert necromancy is obtained (example: on day 124 Vidomina upgraded "Sorcery" to "Expert", therefore, by day 127 at the latest, she must be dismissed).
If Sir Mullich above level 3, or a necromancy specialist (Isra, Vidomina) with expert "Sorcery" skill was released from prison, these heroes must be dismissed within four days from the moment of release. During these four days, battles may be conducted with these heroes. If Sir Mullich above level 3, or Isra or Vidomina with expert necromancy is bought in the tavern, they must be dismissed within 4 days from the moment of purchase.
In the event that Sir Mullich above level 3, or Isra or Vidomina with expert necromancy appear in the tavern after escaping, buying them is forbidden.

6. Hero Restrictions-2 (Alamar, Jedith, Deimer, Aislin, Tant, Solmir, Loins)
These heroes cannot use their profile spells in battles against opponent heroes, except in cases:
6.1. If the corresponding level of Mage Guild (Mage Guild) is built in any of the controlled towns;
6.2. If these towns do not have the required Mage Guild level, then it is necessary to fully build all levels of Mage Guild in any two towns that you own.
Note – this refers to towns with a maximum Mage Guild level 3 - Fortress and Stronghold).
6.3. if an opponent's town with the already built required Mage Guild is captured (regardless of how long the captured town remains under control). Visiting this town with a hero is not mandatory;
6.4. if a "Shrine of Magical Thought" with the necessary magic is found and visited; the corresponding spell is found in Pandora's Box, after visiting the scholar, or in a magic book of one of the elements.
Against neutral monsters, 4th level magic specialists and Tant may use their profile spells without the above restrictions.

6.5. It is permitted to transfer 4th level spells and the "Raise Dead" spell from specialists to other heroes, but trained heroes can only use them after fulfilling sub-points 6.1, 6.2., 6.3., 6.4. of the Rules.

7. Restrictions on Scroll Use.
4th and 5th level spell scrolls can be used:
7.1. after building the corresponding level of Mage Guild in any of the controlled towns;
7.2. starting from the 6th week of the game;
7.3. according to points 6.2, 6.3. of these rules.

8. So-called "red rush" is forbidden: a player playing red does not have the right to attack blue on the first day of the growth week with troops bought on that day. However, troops arriving with a hero bought on that day can be used.
Explanation: buying, upgrading, and using troops arriving with heroes, as well as from external dwellings, is permitted. Upgrading previously bought troops is also permitted.

9. Hit-and-run is forbidden: An attacking hero does not have the right to retreat in the first round of battle if they used combat magic or any other spell that somehow dealt any damage to the opponent. This prohibition does not apply to a defending hero.

10. Joining any monsters is forbidden. Any troops can be obtained from Pandora and seers. Diplomacy is permitted, but only for reducing the buyout cost (i.e., it can be upgraded to expert).
If monsters want to join — refuse and either kill them or let them escape.

11. Any hero may use the "Dimension Door" spell no more than 1 time per day.
"Angel's Wings" are permitted for use without any restrictions, provided this does not contradict point 14.
It is permitted to buy and use any monsters in "mercenary camps";
Visiting cartographers and the "fort on the hill" is forbidden.
Artifact sets "Cloak of the Undead King" and "Alliance of Angels" cannot be assembled.
The Grail can be dug up after 5 weeks of play.
It is forbidden to crash (attack and flee) with hero(s) against un-upgraded ГО more than once per game if it has an upgraded stack.

12. You cannot buy out level 7 monsters that appeared as a result of that monster's week.

13. It is forbidden to enter neighboring territories without breaking the guard standing at the passage (i.e., if they are shifted). If two or three guards are scattered along the road — any one of your choice must be broken.
In the absence of a passage guard, including shifted ones, free movement from respawn to respawn is permitted.

14. It is forbidden to take Pandoras, scrolls, artifacts, or visit various objects from under shifted guards without killing the guard. You cannot visit objects, take Pandoras, scrolls, or artifacts using "Fly", "Dimension Door" spells, or Angel's Wings, without breaking the corresponding guard. Chests, campfires, and resources may be taken both with the aforementioned spells and wings, as well as from under shifted guards.

15. If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: during the battle, the attacker is left with 100 dwarves, and the defending hero has 1 fly. And 100 dwarves cannot catch the fly. In this case, the attacker with 100 dwarves must retreat (or buy them off). If someone is wearing "Shackles of War", it is necessary to load the last save, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player(s) who wore the shackles must remove them, the attacker must attack and flee/buy off.
If a disconnect occurs during the game, the player whose turn it was finishes their move and saves the game. Then they load from this save and continue. Or they load the autosave of the player who was inactive at that moment. If the connection is interrupted during a battle, then after loading all battle moves are repeated as closely as possible to those before the disconnect.

16. Fair Play
The most important point: players must play fair and respect each other. Using cheat codes and all kinds of "bugs" is forbidden. Also, you cannot open saves or open the map in the editor until the game ends. A game is considered finished when one player has completely destroyed the second or one of them surrenders, which must be confirmed via ICQ. Only after this is it permitted to open saves.


4. In case of disputed situations, three arbitrators have been invited. Strong players, organizers, people with a reputation in our same hero world.
Paladin (Minsk)
DVStranger (Moscow)
Sil (Saint Petersburg).

5. I ask players to leave only reports of played games here.
All questions, disputes, and other matters are discussed in the created topic "We are offered to play a match".

/topic/4662/

Good luck!
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18 years ago
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Alone ekb (red, Necropolis, random, Galtran) def Decontaminator (blue, Castle, Valeska, V) 2sm4d(3) 114

A zombie specialist showed up, but with Galtran as the second hero I decided to try playing, especially since I spawned on the surface and there were many blocks with slow, non-shooting units. On 111 I captured a ring +1 attack/defense, took a couple of defense pillars. The army multiplied quickly. I kept Galtran hidden to avoid a respawn; he quickly got expert Necromancy and Earth magic was granted. I aimed to go for the crypts and the dwarf dwelling. But then something went wrong for my opponent, and on 114 a surrender followed.

Thanks for the game!
P.S. I hope I didn't get the address wrong by leaving a report here; please correct me if something's off.

Added 57 minutes later
Alone ekb (blue, Rampart, Ivor, Ivor) def Decontaminator (red, Conflux, random, Monere), 2sm4d(3) 146

Ivor arrived with 7 elves; on 111 I captured the Legion's Loincloth (which boosts elf growth) and immediately took the dwarf dwelling with 15 gr dwarves. On 112 I captured a shield +2 defense behind the archers and took the elf exterior dwelling — decided to play. Then I broke through to the Castle respawn and captured it at the end of the week. The respawn was huge; I collected a lot of gold — by the end of the week I had 15k, bought 8 heroes, and set up stables with the castle in the capital. On the second week I bought everyone out, took 4 angels (1+1+2), captured 3 crypts and a Naga Bank trio. On 127 the dragons spawned. On the third week I moved toward the GO with my entire army, where I took another angel, and with a force of 3 dragons, 5 angels, and about 60 Grands, I broke through the GO on 134. Then I captured my opponent's capital. The red player's main hero was wandering somewhere, but he wasn't in a hurry to recapture the capital — a hunt was set up for my horses. Meanwhile, Ivor captured the max-level Conservatory at the opponent's respawn. Red stole my secondary Castle. Long story short — the final battle happened: Ivor with 5 dragons and 9 angels against red's 9 phoenixes, archers roughly equal. After the main force was defeated, my opponent tormented me a bit more; Ivor got 4 phoenixes, and a surrender followed.

Thanks for the game!
In reply to Alone
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18 years ago
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Alone;185410
Alone ekb (red, Necropolis, random, Galthran) def Decontaminator (blue, Castle, Valeska, V) 2sm4d(3) 114
Thanks for the game!
Alone ekb (blue, Rampart, Ivor, Ivor) def Decontaminator (red, Conflux, random, Monere), 2sm4d(3) 146
Thanks for the game!
In the first game, I forgot to turn on the autosave and don't remember the details. I confess, I took a restart113 and quit the game... on day 4:confused: I regret not letting either myself or my opponent play. Don't sign me up for team tournaments anymore:smile39:
In the second game, I played as blue, and the main hero was Fiur. The only road was blocked until 50 gr. lizards, as it turned out, the road still led to a Dragon Utopia anyway. The air elementals weren't built, but near the castle there were 2 pillars of 1000 exp and a Dragon Utopia (we never got to it). Fiur took Logistics right away — we play. On day 112, I took an external dwelling of air elementals and an ore mine. On day 113, I took a crypt of 5 Vampires, Fiur — Expert Attack as a third skill, took Earth. By the end of the first week, two more minimal crypts were taken, an external dwelling of Faeries, a circus was visited, an external dwelling of Phoenixes behind up to 100 Earth Elementals was scouted, a Griffon Conservatory. At home: 1-7 in a fort.
On the 2nd week, Fiur took an external dwelling of birds and merged them in the maximum Hive. With Expert Earth and heroes as spellcasters, I never found Slow across the entire game((( Money problems set in, although I took a near-maximal crypt and a bank of 3 Nagas. At home: +1000 gold, market, upgrade of Storm Elementals, and the castle.
On day 133 of the week, Fiur on Storm Elementals with a Ballista and Advanced Artillery rushed to earn cash. On day 132, I bought all the birds and the remaining Storm Elementals, delivered them to the main hero, and broke passages for scouts. I made a fatal mistake — I didn't leave a chain for development back home. On day 133, Ivor breaks the Dragon Utopia and stops not far from the capital. Fiur is several days from home, can't make it back in time to fight, so he runs further. On day 136, he takes red's secondary town, but alas, there's no Slow there. On day 137, he runs toward red's capital. On day 141, at a fork, I turned the wrong way, and on day 142, I was defeated in the field. I bought back with 19 Storm Elementals. The 2 Phoenixes from the external dwelling were supposed to arrive only in a few days, and on day 143, Fiur died in a two-stack Griffon Conservatory. I congratulated esteemed Alone on a well-deserved victory — he arrived right on time.
Thanks for the game and the experience.
С уважением, Деконтаминатор.
Hello from ancient novice!
ЗЫ: Когда я свободен для игры, в Асе у меня стоит состояние "Игры"-"Погоняем!", и я ищу Аськи с аналогичным состоянием.
18 years ago
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Dear participants of the match. At the request of players invisible and vbn, I am clarifying the rules because disputes may arise. Blue highlights the changes made. 8. The so-called "red rush" is prohibited, meaning that the player playing with the red color is not allowed to attack the blue player on the first day of the week with reinforcements purchased on that day. However, it is allowed to use troops that come with the hero purchased on that day. Clarification: It is allowed to buy, upgrade, and use troops that come with heroes, as well as from external dwellings. It is also allowed to upgrade troops purchased earlier.
In reply to Nagan-4
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18 years ago
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Neoandy (red, Castle, Valaska, Valaska) def Uran (blue, Fortress, Tazar, Tazar) 2SM4D(3), 131

1:0

The opponent took all the rests, I had 113 left. I see 4 roads and understand there are at most 2, and despite my tiny respawn and secondary swamp — I decide to play, plus Gosha dug up something in the tavern and I got the idea to start the piggy bank, and screw him too. But Valka sensed a conspiracy and urgently got Earth — we drop it. Next, I cleared Inferno, my native secondary, and by the end of the week, the swamp. Then a message comes that I might be attacked, with a proposal to count it as a rest on 116. The map was more or less scouted, and the only path was through many ice shields... Usually, on the first week, they don't break them with the starting army. In short, we clarified the rules and continued the game. No attack happened. However, after waiting for the army, a guy stuck at a block on the Inferno respawn visits the lookout, and everything becomes clear — the opponent's secondary, off-road, is in a teleport for 5-9 fanatics, which my road through Inferno led to. Judging by the swamp dwellers' dances, Tazar's forces were sent exactly there. Valaska was also heading there. I had to temporarily abandon the push (the stable + gloves compensated a bit) in case of an attack. I take the maximum Medusa nest without a spellbook and almost without losses. It gives Tactics! Well, order. Meanwhile, Tazar dives into the teleport, and the guys return their army back just before my entry. I wanted to trap them in the teleport, but this worked out too. A guy on a fly kills a guy on a fly (the secondary swamp came in handy). And momma Valka corners papa Tazar on a fly, but I'm slower in speed and he buys himself off. I take the Citadel and kill the gathering snoop — it turns out to be Andra herself. The audacity didn't end there, and the guy on a fly went to scout the opponent's respawn, visits the gardens. But then he ran into a brother, who secured the support of 24 Gnolls. It was a long fight — the Gnolls got no morale, and the flies fought evenly, though I had to break through defense. In the end, both flies had 2 health each, and mine finally died (probably for the best, otherwise they'd keep running until the Gnolls got morale — otherwise, the blue player would have had to retreat). Here I positioned the guys to aim at the troop supply route to the Dwarf dwelling for 20-30 Dwarves and broke the chain. Tazar, with his last hope, breaks the ice shields and bursts into the secondary respawn but doesn't get anywhere. Gosha evacuates the people and sits himself in the capital castle, in case Tazik rushes there. The swamp dweller took an empty secondary and visited the pillar and the arena. Valka, by this time, reached the Dwarf dwelling and started the grind. I wanted to take him, especially since advanced Earth and Slow were in the guild, but there wouldn't be enough cells to reach Tazar. I decide not to risk it — especially given the chance Earth would be granted, I develop, buy up the people, upgrade the Paladins, and go for Tazarushka. He: 2-9-2-5, expert Defense, Earth, and advanced Logistics, 65 Lizardmen, 34+1 Gnolls, 9 Bulls, 6 Wyverns, 12 Basiliks, and 11 Flies. She: 9-6-4-1, expert Leadership, Archery, advanced Earth and Tactics, basic Wisdom and Catapult (the Monk rewarded me), 52 Archers, 7 Griffins, 5 Cavaliers, 67+1+1 Pikemen, and 14 Crusaders. I didn't buy the new batch as usual and of course forgot the morale artifact on Gosha and the spellbook in the capital. I attack, almost overcomplicated Tactics again but decided not to risk it in time and placed everyone to protect the Archers. They hit me with Slow right away, but after the flies, my Archers shoot and even out the Lizardmen. Then the brothers charged, I regrouped the Griffins onto the Cavaliers and held the siege thanks to the opponent's weak magic power — after Slow, he cast Shield, and it was quite hard to kill the swamp. The blue player made a mistake by bringing 40 Nagas into direct arrow range and got wrecked by the Archers; the Cavaliers fell but not quickly — the Crusaders helped, and Valka took her due — Tazar flees. On the same turn, Gosha with 20 Demons takes back the empty secondary Castle, and Nagash on a fly wanted to pull the same trick with the red capital — but there was guard from the new population.

Thanks for the game!
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18 years ago
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Well, the map layout didn't work out, so I chose the resources because it was even worse. There was only one path leading directly to the Guardian Order, the resource spawn was awkward, and it was very close to my opponent. On turn 116, I could have used Vivacious and Bull Warriors, plus some meat shields, to break through the Ice Elementals and reach the Shadowmancer, but the restart rules didn't allow it. Sigh, but I couldn't do anything against the upgraded archers from two castles.
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18 years ago
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vitalic (blue, Castle, Valeska, Nella) def Mizrael (red, Barbarian, Gurnison, Gurnison) 2SM4D(3) 132
Started with built archers + an external marketplace next to the capital, so it's playable. One road to the snow for 49 royal griffins, there's also a portal, but lich trees guard it. By day 113, took the snow secondary town, dismissed a couple of heroes there for gathering, and returned the troops to the grass, where I cleared a couple of crypts. Playing on. On day 114, spotted a passage through rough terrain to the secondary town, which is faster for the opponent via the road. On day 116, Nella and an assistant invaded, and by day 117, the native secondary town was painted. One downside: transferring troops here was very far, so I fought the entire game with what I brought on the first one + the citadel and tier 1 and 2 unit dwellings in the secondary town. Day 121, Nella is already looking into the underground, where she defeats 30 Cerberi, 38 Dendroid Soldiers for a Pandora's Box, and 82 Nomads for a +750 gold bag (probably shouldn't have fought the last ones, just a waste of troops). Then I visit an observatory and see the opponent has an artifact +1 to all stats and a shield +3+3 to attack and defense, need to visit urgently. I take the artifacts; no one bothers me; I dive into the underground, see an artifact +2 to speed and a Griffin Conservatory, but first I take the fast road to reach his capital. Nella has expert logistics and is already level 13 – a good tank. But everything is bought out in the capital, and I can't even replenish mana because I can't build a structure. However, the castle has a Griffin Conservatory for 3 Angels, and with 5 mana, expert Slow, I take it. The army consists of 2 Champions, 60 Marksmen, and 70 Halberdiers, which was enough to take it. Then I scout the surrounding area, return to the underground + another 3 Angels and maximum tree growth for 12 wyverns. I break through into the Barbarian capital at the start of a new week. I see a sad sight: Gurnison is right next to the green teleporter in the underground (revealed by an observatory from another adjacent territory), and this teleporter leads to my capital with two untouched creature growths. I buy everything out, money runs out, but the enemy won't get anything. Nella runs into the darkness of the underground, and lo and behold, catches Gurnison on the last tile. Final battle, pity I didn't buy his birds and bears, but with magical support, Nella level 16 (13 11 5 7, expert Earth and Air) + 6 Angels tear apart Gurnison's army.
Thanks for the game
In reply to vitalic
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18 years ago
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Alex_R (blue Dungeon Shakti) def SUPERMAG (red Castle Valesko) 2SM4D(3) 132
I spawned in the underground almost next to the castle, a one-way block at 10-19 nomads guarding the gloves :) I saw 2 external Troglodyte dwellings (and later found a third one), took a Dwarf Cottage and an Imp dwelling minimal, broke through into a portal - there's snow there, and only on 1-1-6 I take a Tower secondary hero - where I buy a spell book.
1-1-7 1-4; 6 in Castle, Shacter level 9.
On 1-2-1 I take a minimal Griffin Conservatory and break through the left monsters for XP (30 Water Elementals and 90 Goblins on Boars).
Shakti takes a Dwarf Cottage for 20 and runs home, when out of the darkness a red scout crawls out right where those monsters were broken through... I bring my scout a mixed army from recently purchased heroes and kill the red scout - and I myself run for counter-scouting...
My Scout revealed a Hive with a Scholar; a Griffin Conservatory and external dwellings of Peks and Swordsmen - so Valesko's native respawn. (especially since the tavern showed he has no secondary heroes and fewer heroes).
Shakti, fueled up with mana, runs to attack since I already have Expert Earth and a decent set of spells for levels 1-2. Money only for buying out Troglodytes, 6 Manticores, and 20 Evil Eyes... Harpies and Medusae not bought out in the castle...
My scout was killed...
The Scholar gave Resurrection to my Expert Earth, and the Hive only 4 Wyverns... I build the 3rd level and run further...
On 1-2-7 Valesko appears half a turn away from me and from the Griffin Conservatory...
1-3-1 I can't bring anything in time and continue building a chain, although money is tight...
Shacter, having looked at the many shooters on Pikemen and Swords, plus there were also about 10 Cavalry, decides to attack the Griffin Conservatory, especially since near the Conservatory there was a cauldron of Mercury which I lacked to build the 4th level, because on Brissa's secondary respawn that same day she lost to many Cerberi trying to reclaim Mercury for the tower... in short, I take the cauldron, build the tower (Resurrection and Armageddon :)) and attack the Griffin Conservatory also taking 14 Peks from their external dwelling...
I cast Slow and that's it - since the Conservatory level 3 is not deadly for me - and about 40 mana remains for two Resurrections...
I kill all the Pikemen and 3 Troglodytes with the loss of 1 Evil Eye... the Wyvern, by the way, had 1 HP left. I move towards Valesko...
On 1-3-2 Valesko attacks 6-7-4-4(33) 9 Cavalry 73 Crossbowmen 18 Swordsmen and 62 Pikemen.
Shakti level 14 9-6-6-5 (42).
Expert Attack, Tactics, Earth, Defense, Advanced Wisdom and Fire.
4 Angels 4 Wyverns 6 Manticores 20 Evil Eyes 178+1+1 Troglodytes.
I bunch up on Tactics opposite the shooters - but I only fly with the Angel after casting Mass Slow... the opponent dispelled the Cavalry and sent them forward, the others covered the 20+ Crossbowmen that had retreated.
In the second round, counterattack and a hit from 5 Cavalry and a hit from 18 Swordsmen + an Ice Bolt for 90 killed one and a half Angels, I finish off the remnants and in the 3rd round resurrect the Angel and finish off the 5 Cavalry. I didn't spare the mana - since Valesko wasn't going to surrender - and I had only 1 Angel out of the army that was killed.
Thanks for the game!
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18 years ago
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1 game
Vigo (blue, Castle, Valeska, Valeska) def scorp (red, Swamp, Bron, Clavius) 2SM4D(3) 123

On 112 I already saw a path to the opponent, didn't break through, went around the guard through rough terrain, figured let the opponent decide whether to make a rest on the meeting or not.
Picked up the Barbarian secondary and here on 115 he breaks through and via a very fast road the opponent approaches my capital, he already has hydras in his army, etc., just how much money he got. Well, I think rest, but no, he was removed. Grabbing orcs and goblins, I try to return. The opponent took the capital, transferring the troops to a mage with archery, attacks on 115.
Valeska 3 5 1 2 26 archers, 7 orcs, 46 goblins (two external dwellings), 6 orcs, 2 gargoyles, 33 pikemen, 2 gremlins
Clavius 2 2 4 1 (archery dealing 50 damage) 14 lizardmen, 2 wyverns, hydra, 36 gnolls, 4 swordsmen (bought mine), 5 harpies, 5 flies + ballista and luck artifact

Valeska, having skillfully shielded the archers and orcs, shoots back, the mage only had enough mana to kill 10 archers, and then a long shootout, the opponent didn't want to move forward. I also didn't rush to become the hydra's dinner. Only 1 nearly dead hydra, 20 gnolls, and 1 swordsman remained, the opponent fled. I managed to run back into the empty capital and had to recapture the Barbarian secondary because his mage had run into it. In short, a game of killing stray heroes. Over a short game, just over a week, I killed 5 heroes and the opponent probably killed 6 of mine. On 122 I decide to attack, chain-transferred everything to Dessa and she reached the enemy capital, where 6 basilisks, 50 gnolls, etc. were sitting in the fortress. We fought for a long time until the gates fell and the heroes finished off the basilisks. Well, I thought, what joy, but the opponent sends a mage after me, he cuts down two of my mages at the Barbarian respawn and targets the secondary. Good thing he didn't rush to the capital, I wouldn't have been able to defend it there - simply nothing to do it with. Well, I fought him off at the Barbarians and victory is ours!

Thanks for the game.

2 game
Vigo (blue, Castle, Valeska, Valeska) def scorp (red, Stronghold, Gunnison, Gunnar) 2SM4D(3) 127

Brosha arrived with wasps, quickly scouted the respawn and was pleased with the layout. Nearby three dwarf dwellings, a couple of Pandora's Boxes in sight, and Conf took the secondary on the third day. Resources and gold were decent. On day 4 I take a minimal Griffin Conservatory and a hero with troops ran to the crypts, revealed an external Air Elemental dwelling and a Dragon Utopia, Val towards home. By the end of the week I take three dwarf dwellings (two of them with 100 dwarves each, tough moral bastards), Level 4 in Conf with a fort, horses at home also in a citadel, and I break through with Val a teleporter to another grass zone (Elves). On the second I clear the Elven respawn, it turned out quite wealthy. Found two more Griffin Conservatories and another Dragon Utopia among the Elves. I take the conservatories, one turned out to be maxed, had to sweat it out. Val found another teleporter, it led to the enemy...
I summon angels at the castle at home and through the teleporter, on 127 I capture the enemy's empty castle with troops. The enemy, trying to reclaim their native lands, crashes against Valeska's angels.

Thanks for the game.
Всё будет хорошо!!! Только неизвестно когда... НО ОБЯЗАТЕЛЬНО БУДЕТ!!!
Но!...
Слушай всех, прислушивайся к немногим, решай сам...

In reply to Vigo
18 years ago
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Lesgor (red, Castle, Valesco, Valesco) def Pit - In sake of LM (blue, Rampart, Kirya, Kirya) 2sm4d(3) 122

I only took the re111, my opponent took both, and the second one, when I got Galthra with three stacks and couldn't clear it on 111 (I goofed - didn't fetch it with a scout hero) - it got revealed in the tavern.

Start with 25 archers - they were upgraded.
111 - I slightly misjudged the direction and went with the speed-scout Sorsha towards the ГО.
112 - Sorsha, after running into Azure Dragons, returns the army to Vale, who rushes towards the guard of the grass zone off-road.
113 - With scout heroes from the capital I transfer swordsmen, break through the wood, and launch a scout who scouts the Rampart - the opponent's secondary, which is along the road, and the external dwelling of Pegasi on the way to it, and also saw the opponent's heroes circling around the other side of the mountains near the Elven castle.
114 The scout takes the external dwelling of Pegasi, gives the army to Valesca. The opponent turns out to have seen my movements from the overview and set up a Kyrre in the village. I take a couple steps with Vale, kill the scout cleverly placed by the opponent in a narrow passage, and see that the square doesn't reach Kyrre sitting in the fort :mad: I hit nearby mummies for a +3 shield.
115 - Pit built a Citadel, so I didn't attack. I ran past Kyrre sitting in the Citadel and rushed towards the opponent's capital. On the same turn, Kyrre dashes out of the Rampart and starts threshing my scout heroes along the path to my capital.
116 - I return and take the opponent's own secondary that he left behind. Kyrre was a couple squares short of reaching my capital.
117 - I run towards the opponent's capital. Kyrre attacks my capital with an upgraded Citadel: 3+1+1+1+1 Griffins +1 Wolf +1 Wolf. Blue's losses: all Elves (7 pieces) and more than half of the Centaurs. There were also 15 Dwarves in the army and 6 Unicorns from Bron. Kyrre returns back to the abandoned Rampart.
121 - I take the opponent's capital. Vale stays sitting there. I buy a scout hero and, with the whole army, send him towards my first Rampart.
122 - Kyrre approaches the Elven secondary and stops at the external dwelling of Pegasi. Just as I thought... Vale gets smashed against a horde of Golems, gets bought back at the second Rampart, a scout hero delivers her army, and she reaches Kyrre. In the battle, no chance for blue. The archers, under protection, take down everyone.

Playing on 4 minute turns is tough, sometimes I can't keep up. We both played under harsh economic conditions. There was barely enough time to count the gold to make this or that move.

Thanks for the game.
In reply to Lesgor
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18 years ago
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Lesgor;186975
Lesgor (red, Castle, Valesco, Valesco) def Pit - In sake of LM (blue, Rampart, Kirya, Kirya) 2sm4d(3) 122
Yes, that's exactly how it happened. Fighting against Valesco on the first week without gold is tough...
Thank you for the game.
In reply to Pit for LM
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18 years ago
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Vigo;186922
Game 1
Vigo (blue, Castle, Valeska, Valeska) def scorp (red, Stronghold, Bron, Clavius) 2SM4D(3) 123
Thanks for the game.

Game 2
Vigo (blue, Castle, Valeska, Valeska) def scorp (red, Stronghold, Gurnisson, Gunar) 2SM4D(3) 127
Thanks for the game.

Confirmed.

Game 1:
The enemy hero wasn't on the road. On turn 114, Valeska passed by the guard (my spawn - a three-way intersection - Vigo's spawn). On turn 115, the opponent had a secondary town - I broke through the guard (<49 Earth Elementals) and headed to the blue capital with 1 Hydra, 2 Vivs, 14 Lizards, 36 Gnolls, 5 Dragonflies, and 5 Harpies - there's a fort there, and there shouldn't be a large army. I captured it on the next turn and, for some reason, bought 4 Swords (I should have bought a Citadel - I was short on money after buying Hydras) and gave this army to a level 1 hero with an Archer to attack Valeska (and the battlefield had obstacles) - I retreated with 1 Hydra. The roads were fast, and from the fork, you could reach any castle with moves to spare. There wasn't enough money to build a castle, hence the defeat.
Thanks for the game.

Game 2:
At the passage between the spawns (to the opponent's secondary town), there were two guards, and one of them had 20-49 Magogs for Pandora, and the others were wooden creatures up to level 19, and it wasn't clear who I would attack - I went around, and on the way, I freed Vidomina (on turn 113 with experience in Necromancy) and gave her the army; she gathered a hundred skeletons and defended the Boots of Speed, but didn't reach the castle in 4 days - I gave the army to the scout following her and fired her on turn 116 and captured the secondary town on the next turn. Turn 117, 1-5 without level 4 in the main castle, birds in the fort in the secondary town. At the beginning of the second week, I also defended the Gloves of Strength, losing 2 birds. On turn 125, I got 2 Angels and 8 Vivs. On turn 127, my capital was taken without a fight through a portal with an unbought army. And he only attacked to see the army. Another defeat.
Thanks for the game.
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18 years ago
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Uran (red, Castle, Valeska, Valeska) def. Neoandy (blue, Dungeon, Shahti, Ciel) 2SM4D(3), 135
Again, he dominated all the restarts and got a decent setup - a hidden stash of archers, a stable, one consulate (3), and a secondary Castle on day 7 (although he went there directly). His opponent had a native secondary Castle and a hidden stash of medusas on day 4.
On the first turn, he had knights in his Castle and on turn 121, he revealed two consulates on the opponent's respawn point (far to the side) - on turn 125, he took his tier 3 unit and headed towards the enemy. The opponent emerged from another hole on turn 127 and he moved his supply line to the edge and ran forward. Four knights and nine monks remained near the Castle. The opponent took his Castle and, seeing him already near the third consulate under his Castle, he retreated - he passed the turn and prepared for an attack. He took his Castle back, Valeska picked up shackles (but didn't equip them - he was afraid) and approached the opponent's Castles. Ciel attacked.
Valeska: 9 13 6 (9), 8 angels, 5 knights, 6 wyverns, 17 crusaders, 91 archers
Ciel: 1 1 11 (~60), 213 troglodytes, 61 medusas, 6 manticores, 2 flies
The angels quickly destroyed ~180 troglodytes, and on the next turn, with morale, they destroyed ~55 medusas - the opponent surrendered.
Uran won.
1-1
In reply to Uran
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18 years ago
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It happened. We saved on day 117 for technical reasons. I had 1-4 in both Strongholds, +2 portals bought, and an external dwelling of medusas. As a 7th hero in the tavern, Ciele appeared, with bonuses +1 to Attack and Knowledge; I scouted a +3 breastplate and, for 20-49 medusa queens, a +3+3 necklace. My hand itched to rush with Ciele, but I couldn't make it by the end of the second week. By the end of the week, I became a Miner to break through the swamp — to give the economy breathing room. Despite what seemed like a favorable setup, I realized victory was not to be expected. Reality: no Logistics, no Stables, not a single gold mine on two respawns by week 2 (one medusa dwelling was a 3-4 day ride from my secondary hero). I scouted 2 conservatories — one on a swamp with 2-4 angels, and one a 2-day ride from my secondary hero, unexplored. I figured if I took those 2 conservatories on week 3, I'd waste almost the entire week, while the opponent with Stables would accomplish much more. So I thought I'd break a path from my secondary hero to the grass — either the opponent's native respawn or a treasury — resources lay untouched there. But a cruel joke happened: Shakti and Ciele with an arrow [path] of 210 and 80 mana at their respawn, and a half-day's march below, Valka ran past towards my unexplored conservatory, which was right at the junction of the respawns. I thought there were mountains and no passage, since there was already a path from my secondary hero to the opponent's homeland — but no! Not only was there a passage, but a conservatory was right nearby, totaling 5 angels. In the end, losing those 5 angels decided it.

Thanks for the game!
In reply to Neoandy
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18 years ago
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vitalic (blue, Castle, Valenska, Nella) def Mizrael (red, Barbarian, Gurnison, Gurnison) 2SM4D(3) 132

I confirm. The fast roads gave him an advantage; Barbarians always have a slow start, and I simply didn't have time to build up my army. Two ogre and hippogryph nests in the first week allowed me to break his level 2 fortress on day 124, but Nila, with her native secondary skills and rapid growth, quickly came to visit: there was still a level 3 fortress under my castle, and Nila took it from me with her expert earth magic. Thanks for the game.
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